Uncle Pine
2012-05-08, 11:16 AM
Hello!
The kelpie is a water horse from Celtic legends that I tried to make as a monster. While usually depicted as a black horse in the folklore, I was particularly inspired by the Berserk's version of this creature (see the image in the spoiler).
http://images.wikia.com/berserk/images/3/37/Kelpie.jpg
The kelpie as it appears in Berserk's manga.
In order to build it, I used the amalgam template from Advanced Bestiary, mixing up a heavy warhorse and a large water elemental: in particular, I chose to retain the warhorse body shape and get rid of the whole vortex thing.
The result is a Large horse-like elemental with 5 natural attack with short reach (1,5 feet), improved multiattack, a bit of damage reduction and final stike (from Savage Species).
The only problem is that I don't know what CR it should be... Do you have any suggestion?
Kelpie
Large Elemental (Water, Extraplanar)
HD: 8d8+12 (48 hp)
Iniziative: +1
Speed: 50 ft. (10 squares), swim 90 ft.
AC: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
BAB/Grapple: +6/+14
Attack: Slam +9 melee (2d8+4)
Full Attack: 2 slams +9 melee (2d8+4), 2 hooves +9 melee (1d6+2) e bite +9 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
SA: Water mastery, drench
SQ: DR 5/-, darkvision 60 ft., elemental traits, low-light vision, scent
Saves: Fort +10, Ref +3, Will +3
Abilities: Str 19, Dex 13, Con 18, Int 4, Wis 12, Cha 9
Skills: Listen +12, Spot +12
Feats: Final Strike, Multiattack, Improved Multiattack
Environment: Elemental Plane of Water
Organization: Solitary
CR: ?
Treasure: None
Alignment: Usually neutral
Advancement: 9-15 HD (Large); 16-24 HD (Huge)
LA: -
Skills: +8 racial bonus on Swim
Final Strike: on death, explodes in a blast of water that deals 8d6 bludgeoning damages within 60 feet. Each creature in the area may make a succesful Reflex save (DC 18) to halve the damage dealt. It also extinguish nonmagical fire automatically, or magical fire as dispel magic cast by a level 8th sorcerer.
The kelpie is a water horse from Celtic legends that I tried to make as a monster. While usually depicted as a black horse in the folklore, I was particularly inspired by the Berserk's version of this creature (see the image in the spoiler).
http://images.wikia.com/berserk/images/3/37/Kelpie.jpg
The kelpie as it appears in Berserk's manga.
In order to build it, I used the amalgam template from Advanced Bestiary, mixing up a heavy warhorse and a large water elemental: in particular, I chose to retain the warhorse body shape and get rid of the whole vortex thing.
The result is a Large horse-like elemental with 5 natural attack with short reach (1,5 feet), improved multiattack, a bit of damage reduction and final stike (from Savage Species).
The only problem is that I don't know what CR it should be... Do you have any suggestion?
Kelpie
Large Elemental (Water, Extraplanar)
HD: 8d8+12 (48 hp)
Iniziative: +1
Speed: 50 ft. (10 squares), swim 90 ft.
AC: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
BAB/Grapple: +6/+14
Attack: Slam +9 melee (2d8+4)
Full Attack: 2 slams +9 melee (2d8+4), 2 hooves +9 melee (1d6+2) e bite +9 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
SA: Water mastery, drench
SQ: DR 5/-, darkvision 60 ft., elemental traits, low-light vision, scent
Saves: Fort +10, Ref +3, Will +3
Abilities: Str 19, Dex 13, Con 18, Int 4, Wis 12, Cha 9
Skills: Listen +12, Spot +12
Feats: Final Strike, Multiattack, Improved Multiattack
Environment: Elemental Plane of Water
Organization: Solitary
CR: ?
Treasure: None
Alignment: Usually neutral
Advancement: 9-15 HD (Large); 16-24 HD (Huge)
LA: -
Skills: +8 racial bonus on Swim
Final Strike: on death, explodes in a blast of water that deals 8d6 bludgeoning damages within 60 feet. Each creature in the area may make a succesful Reflex save (DC 18) to halve the damage dealt. It also extinguish nonmagical fire automatically, or magical fire as dispel magic cast by a level 8th sorcerer.